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Mortal Kombat 11 - Erron Black Combo Guide

By PapaDelta138   /   Jul 20, 2019     Guides
Mortal Kombat 11 - Erron Black Combo Guide

A Kombat guide for those who want to learn how to play and hone their skills as Erron Black.

Introduction



This is a guide for those who want to learn Erron Black.

Be mindful that I’m still learning him, so this guide may lack crucial information, or may feel inadequate, but I wrote this guide hoping it can be a great stepping stone for beginners.

About



Erron Black is a mid-long range S-rank fighter, relying on trapping the opponent, maintaining distance, and his attacks cause satisfactory damage. This is also his weakness, as his attacks have high recovery rate (really unsafe attacks,) and a few Krushing Blows that are slightly complicated to get. For this guide, we're going to be focusing on the CQC-parts.

If you're not familiar with the naming conventions for the Key Combos, I would suggest you look it up before proceeding to better understand the guide. For better clarity and readability, the names of the attacks are used abundantly instead of the key combos themselves.

The attacks below will be following a pattern like this:

<Name (with Key Combo)>: 
<Speed> / <Type> / <Range>. <Additional Information>

Basic Attacks



Let’s go through some useful Basic Attacks for poking, anti-airs, juggling or others:

  • Straight Punch (1):
    Normal / High attack / Mid range. Safe on block. Good anti-air.
  • Dusty Knuckles (D1):
    Quick / Mid attack / Close range. Safe on block, but you’d have to be touching the opponent to land it. Good for poking.
  • Rising Outlaw (D2):
    Quick / High attack / Close range. Big damage, but unsafe on block.
  • Boot Flick (3):
    Normal / Mid attack / Mid range. Good for juggling.
  • Saloon Strike (F3):
    Normal / Mid attacks / Good range. Is usually part of Kombos.
  • Low Boot (D3):
    Normal / Low attack / Good range. Good for poking.
  • Boot Drop (F4):
    Slow / Overhead attack / Large range.
  • Sandy Sole (D4):
    Quick / Low attack / Good range. Safe on block. Staggers the opponent for a second and may possibly help with jumpstarting a Kombo.

Kombos



These are some Kombos you're going to be using a lot during Kombat:

  • At the Dooooor (B2, 2, 2):
    Quick / Varied / Close range. The B2 is a mid attack while the last two hits are overhead attacks.
  • Keep 'em Honest (F3, 2):
    Normal / Mid attacks / Good range. This is a great Kombo starter if you are an arm's distance away from the opponent. When you're really close to the opponent, you'll want to use At the Dooooor instead.
  • Into the Badlands (1, 1, 1):
    Quick / Varied / Close range. This is a basic Kombo starter as well although it could be best used to hit-confirm, or to create distance to do some other Kombo. The last two hits are mid attacks while the first hit is a high attack.
  • On the Shoot (2, 1, 2, 1, 2):
    Quick / Varied / Close range. This is a pretty complicated Kombo starter, but a simpler, more efficient way to do it is to simply input 2, 1, 1, 1+2 quickly. The first hit is a high attack, followed by two mid attacks, and then ending with two overhead attacks.

Special Moves



Some Special Moves you could incorporate with the Kombos above:

1. Enhanced Locked and Loaded (BF4):

Quick, not an attack. Erron will switch to a new stance in which he uses the rifle in Kombat. It is generally unsafe. Some of the things you can do with it are:

  • Cancel (Stance button):
    Quick, not an attack. Extremely useful for critical moments such as bluffing the opponent or when they are closing in.
  • Straight Rifle Shot (1):
    Immediate / High attack / Long range. Pressing 1 repeatedly will shoot the bullets in rapid succession. Since it's a guide focused on CQC, it's best to empty your stock because it can help you get ready for a Krushing Blow. See Rising Stock.
  • Rising Stock (2):
    Immediate / High attack / Close range. This is the attack you'll be spending a lot of time with in this stance. This will launch the opponent in the air, opening them for juggles. If the rifle's stock is empty, then landing this attack can result in a Krushing Blow. But it is unsafe as the opponent can either duck and uppercut you, duck and poke you, or sweep you off the floor.
  • Stock Drop (3):
    Quick / Overhead attack / Close range. It will stagger the opponent a bit. This can be useful for when you get a good read on the opponent's ducking habit. If the hit lands, you can then try to execute Rising Stock again with a higher success rate.
  • Hold Rifle Up (Hold U):
    When you use the rifle, Erron automatically unequips it. To stop that from happening, hold up while you execute any close range attack in order to keep it equipped. This way you can get more chance to choke your opponent. This move isn't listed in the moveset, so it's a useful tip for this guide.

2. Outworld Gunslinger:

This Special Move gives Erron more Kombos with his six-shooters. Two of which I use the most are:

  • Pushing Daisies (3, 2):
    Normal / Mid attacks / Good range. This can be a Kombo Ender.
  • Hideout (B1, 2, 2):
    Quick / Mid attacks / Close range. This can either be used to create some distance, or as a juggle Kombo, or even to push the opponent into a trap (best coupled with TNT Far Toss.)
  • Acid Pour (BF1):
    Normal / Mid attack / Mid range. The surprising part of this attack is that it looks like it’s an overhead attack, but it’s not. Extremely unsafe if blocked. This is capable of dealing a Krushing Blow if tied with certain Kombos.
  • Rattlesnake Slide (BF3):
    Slow / Low attack / Long range. Extremely unsafe when blocked. It switches sides so you will have to be mindful. When enhanced, Erron will throw a bottle of Zaterrian Spit on or behind the opponent (depending on which Kombo you tie this Special Move with.)
  • Zaterrian Spit (DB1):
    Normal / Projectile / Varied. This is useful for when you want to trap the opponent or bring them closer to you. Holding B after executing the move will cause the Spit to be thrown closer to the opponent if you want them to stay away. Pretty unsafe.
  • Scud Shot (DD3):
    Quick / Anti-projectile / Fullscreen. Holding 3 will hold Erron in that stance for a much longer time. This move essentially destroys any incoming enemy projectile. This is extremely useful for when you want to cancel an unsafe attack to this. Enhancing the attack will cause Erron to shoot the opponent as well.
  • TNT Toss (DB1):
    Slow / Projectile / Varied. This replaces Zaterrian Spit. This performs a lot like it, but it can also be thrown almost towards the end of the game screen. This is especially useful to stop your opponents from zoning, or to keep them away. Another bonus to this attack is that it is unblockable, so the opponent will have no other choice but to get away from it quickly.

Other Attacks



Pocket Sand (U3):

If you are knocked to the ground, you have a limited window to perform a counter-attack that can stagger the opponent.

Hammer Fist (2 In-Air):

This can be a good Kombo starter. The dropkicks will knock the opponent down, so they are not ideal.

Once you get a good handle of the character and his basic movements, you can now really get into utilizing these moves to create some damaging Kombos.

Kombos with No Enhances



If opponent is an arm’s distance away:

Keep ‘em Honest + Rattlesnake Slide, followed by either of the following:

  • Saloon Strike / Boot Flick + Rattlesnake Slide, Rattlesnake Slide, Boot Drop.
  • Dash Forward, Back Throw.
  • Acid Pour.

Saloon Strike, followed by either of the following:

  • Rattlesnake Slide, Acid Pour.
  • Locked and Loaded (Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide.
  • Locked and Loaded (Stock Drop, Hold Rifle Up, Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide.

If opponent is close:

At the Doooor (Cancel To) + Rattlesnake Slide, followed by either of the following:

  • Saloon Strike / Boot Flick + Rattlesnake Slide, Rattlesnake Slide, Boot Drop.
  • Dash Forward, Back Throw.

At the Dooooor (Cancel To) + Locked and Loaded, followed by either of the following:

  • (Rising Stock, Keep ‘em Honest, Rattlesnake Slide).
  • (Rising Stock,) Boot Flick + Rattlesnake Slide.
  • (Rising Stock,) Acid Pour.
  • (Rising Stock, Hold Rifle Up, Straight Rifle Shot).
  • (Stock Drop, Hold Rifle Up, Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide.

On the Shoot (Cancel To) + Locked and Loaded, followed by either of the following:

  • (Rising Stock,) Keep ‘em Honest + Rattlesnake Slide.
  • (Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide.
  • (Rising Stock,) Acid Pour.
  • (Rising Stock, Hold Rifle Up, Straight Rifle Shot).

With Outworld Gunslinger:

Keep ‘em Honest + Rattlesnake Slide, followed by either of the following:

  • Hideout.
  • Pushing Daisies.

On the Shoot (Cancel To) + Locked and Loaded, followed by either of the following:

  • (Rising Stock, Hold Rifle Up, Rising Stock,) Pushing Daisies.
  • (Rising Stock,) Hideout.
  • (Stock Drop,) Pushing Daisies. 
  • (Stock Drop,) Hideout.
  • Kombos with 1 Enhance.

If opponent is an arm’s distance away:

Keep ‘em Honest + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour.
  • Back Throw, Boot Drop.
  • Low Spur, Back Throw, Boot Drop.
  • Locked and Loaded (Rising Stock,) Keep ‘em Honest + Rattlesnake Slide, Boot Drop.
  • Boot Flick + Rattlesnake Slide, Rattlesnake Slide, Boot Drop.
  • Saloon Strike + Rattlesnake Slide, Rattlesnake Slide, Boot Drop.

If opponent is close:

At the Dooooor (Cancel To) + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour.
  • Back Throw, Boot Drop. 
  • Low Spur, Back Throw, Boot Drop.

At the Dooooor (Cancel To) + Locked and Loaded (Rising Stock,) Keep ‘em Honest + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour.
  • Back Throw, Boot Drop.
  • Low Spur, Back Throw, Boot Drop.

With Outworld Gunslinger:

At the Dooooor (Cancel To) + Locked and Loaded (Rising Stock,) Keep ‘em Honest + Rattlesnake Slide (amplified,) Pushing Daisies, Back Throw, Boot Drop.

Keep ‘em Honest + Rattlesnake Slide (amplified,) Pushing Daisies, Back Throw, Boot Drop.

On the Shoot (Cancel To) + Locked and Loaded (Rising Stock,) Keep ‘em Honest + Rattlesnake Slide (amplified,) Pushing Daisies, Back Throw, Boot Drop.

Kombos with 2 Enhances



If opponent is an arm’s distance away:

Keep ‘em Honest + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour (amplified & Krushing Blow,) Boot Drop.
  • TNT Toss (amplified,) Locked and Loaded (wait for TNT launch or opponent jump, then Rising Stock when opponent is falling,) Keep ‘em Honest + Rattlesnake Slide.

Saloon Strike + Locked and Loaded (Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour (amplified & Krushing Blow,) Boot Drop.
  • TNT Toss (amplified,) Locked and Loaded (wait for TNT launch or opponent jump, then Rising Stock when opponent is falling,) Keep ‘em Honest + Rattlesnake Slide.

If opponent is close:

At the Dooooor (Cancel To) + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour (amplified & Krushing Blow,) Boot Drop.
  • TNT Toss (amplified,) Locked and Loaded (wait for TNT launch or opponent jump, then Rising Stock when opponent is falling,) Keep ‘em Honest + Rattlesnake Slide.

At the Dooooor (Cancel To) + Locked and Loaded (Rising Stock, Hold Rifle Up, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide (amplified,) followed by either of the following:

  • Acid Pour (amplified & Krushing Blow,) Boot Drop.
  • TNT Toss (amplified,) Locked and Loaded (wait for TNT launch or opponent jump, then Rising Stock when opponent is falling,) Keep ‘em Honest + Rattlesnake Slide.

With Outworld Gunslinger:

Keep ‘em Honest + Rattlesnake Slide (amplified,) Pushing Daisies (let the first hit miss,) TNT Toss (amplified,) Locked and Loaded (wait for TNT launch or opponent jump, then Rising Stock when opponent is falling,) followed by either of the following:

  • Keep ‘em Honest + Rattlesnake Slide, Boot Drop.
  • Pushing Daisies.
  • Hideout, Dash Forward (Cancel To) + Boot Drop.
  • (Hold Up Rifle, Rising Stock,) Keep ‘em Honest + Rattlesnake Slide, Boot Drop.

List of Krushing Blows



  • Boot Drop:
    Landing them twice in a row will give a Krushing Blow.
  • Rising Stock:
    If the rifle has no bullets left, hit the opponent with Rising Stock to get a Krushing Blow. If it’s a Krushing Blow, then you cannot hold your rifle up, so you must continue the next set of Kombos.
  • Acid Pour:
    If the opponent is standing on some Zaterrian Spit and taking damage, land an Enhanced Acid Pour on them to deal a Krushing Blow.
  • On the Shoot:
    If you whiff the opponent with this Kombo, then the last overhead attack will result in a Krushing Blow, launching them in the air and allowing you to juggle them.
  • Rising Outlaw:
    Whiff the opponent using this to get a Krushing Blow, launching them in the air and allowing you to juggle them.

Some Tips



  • Once in a while, get out of the Locked and Loaded stance right when you get into it and duck down to see if your opponent will perform a Rising Outlaw (D2) (they likely will.) That way, you can counter their uppercut with yours and deal a Krushing Blow and juggle them.
  • Opponents usually try and jump over the dynamites and acid traps and drop kick you. Usually, this can be quickly countered with a well-timed Rising Stock, or a simple jump kick. You just have to keep an eye on your opponent. The Up Peacemaker move may be useful in this case as well.
  • Since the Kombos are largely Rattlesnake Slide-dependent, it would be useful to try and incorporate the Enhanced Rattlesnake Slide ability so that you have the chance to cancel it and punish your opponent.
  • The Outworld Gunslinger ability isn’t hugely important, so it can be removed for some other useful ability. In cases where you want to create a bit of distance, you could instead use Spinning Spur (4.) It will not, however, knock the opponent down.
  • If the opponent is blocking your attacks and you want to create distance, just perform Violent Ends (1,1,4.)
  • If the opponent blocks Boot Drop a lot, then you can amplify it to shoot their leg and knock them down.
Written by PapaDelta138.